Reclaimed Behemoth in Dromaria | World Anvil

Reclaimed Behemoth


  Reclaimed Behemoth Roll Initiative
Huge Construct, Unaligned
Armor Class 18 (Natural Armor)
Hit Points 195 (17d12 + 85)
Speed 60 ft.
STR
DEX
CON
INT
WIS
CHA
30
(+10)
12
(+1)
20
(+5)
1
(-5)
10
(-)
10
(-)

Damage Resistances Acid, Cold, Fire, Force, Thunder
Damage Immunities Poison, Pyschic, Bludgeoning, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Incapacitated, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned, Unconscious
Senses Passive Perception 15
Languages Understands all languages but cannot speak
Proficiency Bonus +5 Challenge 16
Immutable Form. The reclaimed behemoth is immune to any spell or effect that would alter its form.   Immutable Existence. The behemoth is immune to any spell or effect that would alter its form or send it to another plane of existence.
Precision Aim. Being within 5 feet of a hostile creature doesn’t impose disadvantage on the behemoth's ranged attack rolls.   Vehicle. The behemoth is a vehicle capable of housing four large creatures or eight medium sized creatures. The vehicle can be driven or it can be given commands which it will obey to the best of its ability.   Actions
Destructive Pulse Cannon. Ranged Weapon Attack: +15 to hit, range 120 ft., one target. Hit: 41 ( 5d12+10 ) force damage. If the target is an object, it takes double damage.   Radial Force Pulse Recharge 5-6 . The behemoth may expel its force in a 30 ft. radius. Everything within range must make a DC 18 Dexterity saving throw or take 24 4d12 force damage and are pushed back 30 ft. On a successful save the target takes half damage are are not pushed back.   Bonus Actions
Colossal Charge. The reclaimed behemoth may use its bonus action to charge in any direction up to 60 ft. Any creatures or obejcts in its path must make a DC 18 Dexterity saving throw or 24 ( 4d12 ) bludgeoning damage and are knocked prone. On a success the creatures can move to any location 10 feet of their original location, avoiding the behemoths charge. The behemoth does not provoke attacks of opportunity when charging.
 
Description
A monstrous fusion of machinery and ancient dragon souls, reclaimed behemoths are towering constructs that move on massive mechanical legs. Their draconic heads function as battering rams, while their bodies house an array of devastating cannons. Designed to resemble dragons, these behemoths serve as both war machines and mobile fortresses.   History
In the earliest days of Dromaria, before dragons were driven from Zan'deil, a brutal war raged between dragons and mortals. With the tethering by Polurn yet incomplete, many souls were left adrift. Inventor Galvani Aldini saw an opportunity to harness these lost souls, creating the Neo-Natix. Dragon souls, however, were confined to these colossal machines, transforming them into siege engines capable of bolstering GaWani, Aldini's fortress. Considered abominable by dragons, these constructs have not been seen in hundreds of years.   Tactics
Primarily used in sieges, reclaimed behemoths boast an array of destructive capabilities. They can unleash focused energy blasts capable of crumbling stone walls or emit a radial force pulse to repel nearby enemies. When deployed, they often carry a battalion of Neo-Natix soldiers, adding up to eight additional combatants who can either fight atop the behemoth or dismount as foot soldiers.  
"Restored to its former glory, redesigned with new purpose, the destructive capabilities of the behemoth are rivaled only by the draconic souls that inhabit it."

~ Galvani Aldini
The One-Eyed King


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